;
;   CIVILIZATION GAME DATA
;   Copyright (c) 1997 by MicroProse Software
;
;   This file can be altered at your own risk to change
;   the rules of the game.  Keep in mind that altering the
;   contents of this file may cause your game to malfunction,
;   particularly if you use values outside the specified
;   ranges.
;

;
;   Cosmic Principles
;
;   The following numbers control various key rules
;   of the game.  GREAT discretion is advised if you
;   opt to change these.  Values too far out of the
;   expected range can cause the game to behave strangely.
;
@COSMIC
1       ; Road movement multiplier
5       ; 1 in x chance Trireme lost (mod. by Seafaring, Navigation)
2       ; # of food each citizen eats per turn
10      ; # of rows in food box (rows * city_size+1 = box)
10      ; # of rows in shield box
2       ; Settlers eat (govt <= Monarchy)
3       ; Settlers eat (govt >= Communism)
9       ; City size for first unhappiness at Chieftain level
11      ; Riot factor based on # cities (higher factor lessens the effect)
5       ; Aqueduct needed to exceed this size (Longhouse)
10      ; Sewer System needed to exceed this size (Rocas?) (Food store?)
3       ; Tech paradigm (higher # slows research)
10      ; Base time for engineers to transform terrain (x2)
3       ; Monarchy  pays support for all units past this
3       ; Communism pays support for all units past this
1       ; Fundamentalism pays support for all units past this
9       ; Communism is equivalent of this palace distance.
99      ; Fundamentalism loses this % of science
20      ; Percent shield penalty for production type change
4       ; Max paradrop range
75      ; Mass/Thrust paradigm (increasing slows spaceship time)
1       ; Max effective science rate in fundamentalism (x10, so 5 = 50%)

;
;   Civilization Advances
;
;   Ai Value, Civilized Modifier, Preq1, Preq2, Epoch, Category
;
;     Ai Value = Basic value at which computer players
;                view this advance (used in determining
;                which discovery to pursue, which to
;                acquire during exchanges, and value of
;                gift during diplomacy).
;     Modifier = Modifier to value based on the "civilized"
;                aspect of a leader's personality.  Positive
;                values increase value for civilized leaders,
;                decrease it for militaristic.  Negative
;                values vice versa.
;     preq1, preq2 = Prerequisites
;
;     Epoch = historical period
;             0 = Ancient
;             1 = Renaissance
;             2 = Industrial Revolution
;             3 = Modern
;
;     Category = Knowledge category
;             0 = Military
;             1 = Economic
;             2 = Social
;             3 = Academic
;             4 = Applied
;

@CIVILIZE
Marubu Lore,        1, 0,  X3,  nil,  0, 0    ; AFl
Tucuna Lore,        1, 0,  X3,  nil,  0, 0    ; Alp
Avail,              1, 0,  no,  no,  0, 0    ; Amp
Avail,              1, 0,  no,  no,  0, 0    ; Ast
Avail,              1, 0,  no,  no,  0, 0    ; Ato
NOT USED,           1, 0,  no,  no,  0, 0    ; Aut
Avail,              1, 0,  no,  no,  0, 0    ; Ban
The Axe,            1, 0,  Sup, Wri, 0, 0    ; Bri 
Cannibalism,        1, 0,  X4,  X3,  0, 0    ; Bro
Avail,              1, 0,  no,  no,  0, 0    ; Cer
Organized Hunting,  1, 3,  Cmp, Mat, 0, 0    ; Che
Foreign Assistance, 1, 0,  CA,  Lab, 0, 0    ; Chi
Beer,               1, 0,  Hor, Gue, 0, 0    ; CoL
Rite of Peace,      1, 3,  Pla, Pot, 0, 0    ; CA
Advanced Trading,   1, 0,  Eng, Rep, 0, 0    ; Cmb
NOT USED,           1, 0,  no,  no,  0, 0    ; Cmn
Tactics,            1, 0,  X3,  nil, 0, 0    ; Cmp
Lorekeepers,        1, 3,  U3,  Mon, 0, 0    ; Csc
Pallisade,          4,-2,  Whe, Wri, 0, 0    ; Cst
War Canoes,         1,-2,  NF,  Nav, 0, 0    ; Cor
Rite of War,        1,-3,  Cmp, NF,  0, 0    ; Cur
Confederacy,        1, 0,  Cmb, Chi, 0, 0    ; Dem
Tanning,            1, 0,  E1,  Inv, 0, 0    ; Eco
Warrior Ideal,      1, 0,  X3,  nil, 0, 0    ; E1
Triumph,            1, 0,  nil, X4,  0, 0    ; E2
Floating Market,    1, 0,  Esp, PT,  0, 0    ; Eng
Nets,               1, 3,  Exp, SE,  0, 0    ; Env
Floating Dock,      1, 2,  Exp, ToG, 0, 0    ; Esp
Spearfishing,       2, 2,  Feu, Met, 0, 0    ; Exp
Fishing,            1, 0,  nil, X3,  0, 0    ; Feu 
Avail,              1, 0,  no,  no,  0, 0    ; Fli
NOT USED,           1, 0,  no,  no,  0, 0    ; Fun
NOT USED,           1, 0,  no,  no,  0, 0    ; FP
Food Stockpile,     1, 3,  Gue, Mon, 0, 0    ; Gen
Meat Preservation,  1, 2,  Sth, Iro, 0, 0    ; Gue
Boto Jinx,          1, 0,  X4,  X3,  0, 0    ; Gun
Fermentation,       1, 0,  Inv, Lit, 0, 0    ; Hor
NOT USED,           1, 0,  no,  no,  0, 0    ; Ind
Pottery,            1, 2,  Iro, nil, 0, 0    ; Inv
Charcoal,           1, 0,  Sup, nil, 0, 0    ; Iro
Farinha,            1, 0,  Ldr, Sth, 0, 0    ; Lab
Ajuri,              3, 2,  Lit, Ldr, 0, 0    ; Las
Mandioca,           1, 0,  X3,  nil, 0, 0    ; Ldr
Cultivation,        3, 2,  Too, Sup, 0, 0    ; Lit
Bananas,            1, 0,  X3,  nil, 0, 0    ; Too
The Blowgun,        2,-2,  Map, Mas, 0, 0    ; Mag
Curare,             1, 0,  X3,  nil, 0, 0    ; Map 
Adv. Archery,       2,-2,  Mat, MP,  0, 0    ; Mas
Hardwoods,          1, 0,  Med, nil, 0, 0    ; MP
Bow and Arrow,      2,-1,  Med, San, 0, 0    ; Mat
Timbering,          1, 0,  Bri, nil, 0, 0    ; Med
Dugout Canoes,      3, 1,  Bri, ToG, 0, 0    ; Met
Avail,              1, 0,  no,  no,  0, 0    ; Min
Open,               1, 0,  no,  no,  0, 0    ; Mob
Tribal Life,        8, 0,  MT,  U1,  0, 0    ; Mon
Taboos,             6, 0,  X2,  nil, 0, 0    ; MT
Open,               1, 0,  no,  no,  0, 0    ; Mys
Large Canoes,       1, 0,  Met, MP,  0, 0    ; Nav
Warrior Code,       1, 0,  E1,  Mat, 0, 0    ; NF
Open,               1, 0,  no,  no,  0, 0    ; NP
Open,               1, 0,  no,  no,  0, 0    ; Phi
Drums,              1, 0,  Eco, Rob, 0, 0    ; Phy
Tobacco,            1, 0,  X3,  nil, 0, 0    ; Pla
Medicine House,     2, 0,  U3,  Mon, 0, 0    ; Plu 
Trade,              6, 0,  Pot, Rec, 0, 0    ; PT 
Diplomacy,          2, 2,  Ref, Csc, 0, 0    ; Pot
Open,               1, 0,  no,  no,  0, 0    ; Rad
NOT USED,           1, 0,  no,  no,  0, 0    ; RR
Counting,           3, 0,  Ref, Stl, 0, 0    ; Rec
Barter,             3, 0,  Tra, Mon, 0, 0    ; Ref
Open,               1, 0,  no,  no,  0, 0    ; Rfg
Co-operative,       1, 4,  Gen, PT,  0, 0    ; Rep
Dance and Song,     3, 0,  Plu, Csc, 0, 0    ; Rob
Spear Hunting,      4,-2,  San, SFl, 0, 0    ; Roc
Big Game Hunting,   1, 0,  X3,  nil, 0, 0    ; San
Open,               1, 0,  no,  no,  0, 0    ; Sea
Hunting,            1, 0,  X3,  nil, 0, 0    ; SFl
Baskets,            1, 0,  Stl, Whe, 0, 0    ; Sth
Hammocks,           1, 0,  War, Stl, 0, 0    ; SE
Weaving,            1, 0,  War, U2,  0, 0    ; Stl
Slash and Burn,     2, 0,  Tra, nil, 0, 0    ; Sup
Snares and Traps,   4, 2,  ToG, Cst, 0, 0    ; Tac
Body Painting,      3, 0,  Plu, Inv, 0, 0    ; The
Rafts,              1, 3,  Whe, nil, 0, 0    ; ToG
The Knife,          4, 0,  Wri, nil, 0, 0    ; Tra
Open,               1, 0,  no,  no,  0, 0    ; Uni
String and Rope,    2, 2,  Whe, Wri, 0, 0    ; War
Vines and Creepers, 1, 0,  X3,  nil, 0, 0    ; Whe
Toolmaking,         1, 0,  X3,  nil, 0, 0    ; Wri
Advanced Crafts,    1, 0,  Dem, Phy, 0, 0    ; ...
Maloca,             6, 0,  U2,  nil, 0, 0    ; U1
Thatch,             1, 0,  X3,  nil, 0, 0    ; U2
Shamanism,          2, 0,  MT,  nil, 0, 0    ; U3
Avail,              1, 0,  no,  no,  0, 0    ; X1
Animism,            1, 0,  X3,  nil, 0, 0    ; X2
Fire,               1, 0,  no,  no,  0, 0    ; X3
Mystery,            1, 0,  X7,  nil, 0, 0    ; X4
Forest Life,        1, 0,  X7,  nil, 0, 0    ; X5
River Life,         1, 0,  X7,  nil, 0, 0    ; X6
Raw Meat Eating,    1, 0,  no,  no,  0, 0    ; X7 
Avail,              1, 0,  no,  no,  0, 0    ; X8
;
; Above 11 tech lots (U1 to X8) allow you to define your own   (101 total?)
; civilization advances if desired.  Supply the name, the AI 
; value, and the prerequisites.
;
; Then use the "U1", "U2", etc."
; identifier to incorporate it into the tech chain as a
; prerequisite for other techs, units, city improvements.
;

;
;  City Improvements
;
;   cost(x10), upkeep, preq
;
@IMPROVE
Nothing,                  99, 0,    nil,
Leader,                   10, 0,    nil,
Men's Lodge,              10, 2,    Plu,
Smokehouse,               10, 1,    Gen,
Temple,                   10, 0,    no, 
Barter Market,             4, 1,    Ref,
Lorekeeper's Post,         4, 1,    Csc,
Courthouse,                8, 1,    no, 
Pallisade,                 4, 1,    Cst,
Maloca,                    4, 1,    U1, 
Floating Market,          10, 2,    Eng,
Patio,                    10, 0,    MT, 
University,               16, 3,    no, 
Boardwalks,               10, 2,    Med,
Colosseum,                10, 4,    no, 
Kiln,                     10, 1,    Iro,
mfg plant,                50, 2,    no, 
SDI Defense,              20, 4,    no, 
Recycling Center,         20, 2,    no, 
Power Plant,              16, 4,    no, 
Hydro Plant,              24, 4,    no, 
Nuclear Plant,            16, 2,    no, 
Stock Exchange,           16, 4,    no, 
Sewer Pits,               10, 2,    Inv,
Rocas,                    10, 1,    Las,
Festa da Lua Nova,        16, 4,    no, 
Research Lab,             16, 3,    no, 
SAM Missile Battery,      10, 2,    no, 
Coastal Fortress,          8, 1,    no, 
Solar Plant,              32, 4,    no, 
Floating Dock,             6, 1,    Esp,
Great Seine,              16, 2,    Env,
Airport,                  16, 3,    no, 
Police Station,            6, 2,    no, 
Canoe Yard,               10, 1,    Nav,
SS Structural,             8, 0,    no, 
SS Component,             16, 0,    no, 
SS Module,                32, 0,    no, 
(Craftworking),           60, 0,    Sth,
The Great Drying Racks,   30, 0,    Gen,
O Cantico das Mulheres,   30, 0,    MT, 
The Great Market Raft,    30, 0,    Eng,
O Hino a Farinha,         10, 0,    Lab,
A Cancao do Tambor,       10, 0,    Phy,
A Cancao da Moca Pintada, 10, 0,    The,
A Cancao do Esposo Bebo,  10, 0,    CoL,
Sun Tzu's War Academy,    10, 0,    no, 
O Robo de Fogo do Urubu,  10, 0,    no, 
O Mito das Amazonas,      10, 0,    no, 
A Cancao do Curupira,     10, 0,    E2, 
A Lua e Sua Irma,         10, 0,    no, 
A Origem da Noite,        10, 0,    no, 
O Mito dos Gemios,        10, 0,    Csc,
A Cancao do Outro,        10, 0,    Chi,
A Cancao dos Marubus,     10, 0,    AFl,
Isaac Newton's College,   10, 0,    no, 
O Mito do Primeiro Tucuna,10, 0,    Alp,
A Lenda da Esposa do Boto,10, 0,    Gun,
A Lenda do Rapaz e a Onca,10, 0,    E1, 
O Rito de Paz,            30, 0,    CA, 
A Cancao dos Tucunas,     10, 0,    Alp,
O Mito do Primeiro Marubu,10, 0,    AFl,
Manhattan Project,        10, 0,    no, 
open,                     10, 0,    no, 
Apollo Program,           10, 0,    no, 
A Cancao de Guerra,       10, 0,    Cur,
A Cancao do Sucuri,       10, 0,    no, 

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,         ; The Great Drying Racks
nil,         ; O Cantico das Mulheres
nil,         ; The Great Market Raft
X3,         ; O Hino a Farinha
X3,         ; A Cancao do Tambor
X3,         ; A Cancao da Moca Pintada
X3,         ; A Cancao do Esposo Bebo
X3,         ; Sun Tzu's War Academy
X3,         ; O Robo de Fogo do Urubu
X3,         ; O Mito das Amazonas
X3,         ; A Cancao do Curupira
X3,         ; A Lua e Sua Irma
X3,         ; A Origem da Noite
X3,         ; O Mito dos Gemios
X3,         ; A Cancao do Outro
X3,         ; A Cancao dos Marubus
X3,         ; Isaac Newton's College
X3,         ; O Mito do Primeiro Tucuna
X3,         ; A Lenda da Esposa do Boto
X3,         ; A Lenda do Rapaz e a Onca
nil,         ; O Rito de Paz
X3,         ; A Cancao dos Tucunas
X3,         ; O Mito do Primeiro Marubu
X3,         ; Manhattan Project
X3,         ; open
X3,         ; Apollo Program
X3,         ; A Cancao de Guerra
X3,         ; A Cancao do Sucuri


;
;    Unit Types
;
; until, domain,  move,rng,  att,def  hit,firepwr  cost,hold,  role, preq,  flags
;
; until       = Civ advance which renders unit obsolete
; Move        = Movement rate (spaces per turn)
; Range       = # of turns fuel carried (0 for non-air units)
;
; domain      = Movement domain of unit
:               0 = Ground
;               1 = Air
;               2 = Sea
;
; att         = Attack factor (chance to score hit attacking)
; def         = Defense factor (chance to score hit defending)
; hit         = Hit points (damage x10 which can be taken before elimination)
; firepwr     = # damage points caused per hit scored on enemy.
;
; cost        = Cost (# of shield rows, usually of 10 shields each)
; hold        = # of holds on ship (for carrying units)
;
; role        = AI role (Generally affects the way in
;               which computer players use the unit, but
;               roles >= 5 will actually affect abilities
;               of the unit)
;               0 = Attack
;               1 = Defend
;               2 = Naval Superiority
;               3 = Air Superiority
;               4 = Sea Transport
;               5 = Settle
;               6 = Diplomacy
;               7 = Trade
;
; preq        = Prerequisite advance
;
; "Flags" control special advantages & restrictions.  Not
; all of these flags "make sense" for all types of units
; (paradropping ships, for instance).  Nonsensical variations
; may produce bizarre effects (or worse).  You were warned.
;
;   000000000000001 = Two space visibility
;   000000000000010 = Ignore zones of control
;   000000000000100 = Can make amphibious assaults
;   000000000001000 = Submarine advantages/disadvantages
;   000000000010000 = Can attack air units (fighter)
;   000000000100000 = Ship must stay near land (trireme)
;   000000001000000 = Negates city walls (howitzer)
;   000000010000000 = Can carry air units (carrier)
;   000000100000000 = Can make paradrops
;   000001000000000 = Alpine (treats all squares as road)
;   000010000000000 = x2 on defense versus horse (pikemen)
;   000100000000000 = Free support for fundamentalism (fanatics)
;   001000000000000 = Destroyed after attacking (missiles)
;   010000000000000 = x2 on defense versus air (AEGIS)
;   100000000000000 = Unit can spot submarines
;
;
@UNITS
Farmer,       nil, 0,  2.,0,  0a,1d,  1h,1f,  2,0,  5, Sup, 000001000000000
Trapper,      Bro, 0,  3.,0,  0a,2d,  1h,1f,  4,0,  5, Tac, 000001000000010
extra1,       nil, 0,  3.,0,  6a,6d,  3h,1f,  5,0,  1, no,  000000000000000
extra2,       nil, 0,  3.,0,  6a,6d,  3h,1f,  5,0,  1, no,  000000000000000
Anta Meat,    Wri, 0,  0.,0,  0a,0d,  1h,1f,  4,0,  1, X4,  000000000000010
Elders,       nil, 0,  0.,0,  1a,3d,  3h,1f,  1,0,  1, no,  000000000000000
Cantador,     Bro, 0,  3.,0,  0a,1d,  2h,1f,  5,0,  6, X4,  000001000000010
Warrior,      nil, 0,  3.,0,  3a,3d,  2h,2f,  2,0,  0, NF,  000001000000000
Cai. Meat,    Wri, 0,  0.,0,  0a,0d,  1h,1f,  2,0,  1, X4,  000000000000010
Hunter,       Roc, 0,  3.,0,  2a,1d,  1h,2f,  1,0,  0, SFl, 000001000000000
Spear Hunter, Bro, 0,  3.,0,  2a,3d,  2h,2f,  1,0,  0, Roc, 000011000000000
Gatherer,     SFl, 0,  2.,0,  1a,1d,  1h,1f,  1,0,  0, Wri, 000001000000000
Kechada Pack, X3,  0,  2.,0,  4a,3d,  3h,2f, 50,0,  0, X4,  000001000000000
Caititu,      X3,  0,  2.,0,  2a,2d,  1h,1f,  1,0,  0, X5,  000001000000000
Kechada Meat, Wri, 0,  0.,0,  0a,0d,  1h,1f,  8,0,  1, X4,  000000000000010
Onca Pelt,    Wri, 0,  0.,0,  0a,1d,  1h,1f,  1,0,  1, X4,  000000000000010
Pir. Flesh,   Wri, 0,  0.,0,  0a,0d,  1h,1f,  4,0,  1, X4,  000000000000010
Blowgunner,   Bro, 0,  3.,0,  4a,2d,  2h,2f,  2,0,  1, Mag, 000001000000001
Suc. Skin,    Wri, 0,  0.,0,  0a,0d,  1h,1f,  1,0,  1, X4,  000000000000010
Sur. Flesh,   Wri, 0,  0.,0,  0a,0d,  1h,1f,  2,0,  1, X4,  000000000000010
Hunt Party,   Bro, 0,  3.,0,  5a,3d,  3h,3f,  4,0,  0, Che, 000011000000000
War Party,    nil, 0,  3.,0,  6a,4d,  3h,3f,  5,0,  0, Cur, 000001000000000
Tam. Flesh,   Wri, 0,  0.,0,  0a,0d,  1h,1f,  1,0,  1, X4,  000000000000010
Jac. Skin,    Wri, 0,  0.,0,  0a,0d,  1h,1f,  1,0,  1, X4,  000000000000010
Tambaqui,     X3,  2,  3.,0,  0a,1d,  1h,1f,  1,0,  2, X6,  000000000001010
Dugout,       nil, 2,  5.,0,  0a,1d,  2h,1f,  1,1,  4, Met, 000000000100000
Cargo Canoe,  nil, 2,  6.,0,  0a,1d,  4h,1f,  3,2,  4, Nav, 000000000000000
Anta,         X3,  0,  2.,0,  0a,2d,  4h,1f,  1,0,  1, X5,  000000000000000
Mandioca,     X3,  0,  0.,0,  0a,0d,  1h,1f,  1,0,  1, X4,  000000000000010
Banana,       X3,  0,  0.,0,  0a,0d,  1h,1f,  1,0,  1, X4,  000000000000010
Curare,       X3,  0,  0.,0,  0a,0d,  1h,1f,  1,0,  1, X4,  000000000000010
Tobacco,      X3,  0,  0.,0,  0a,0d,  1h,1f,  1,0,  1, X4,  000000000000010
Vines,        X3,  0,  0.,0,  0a,0d,  1h,1f,  1,0,  1, X4,  000000000000010
Thatch,       X3,  0,  0.,0,  0a,0d,  1h,1f,  1,0,  1, X4,  000000000000010
Nature,       X3,  0,  0.,0,  0a,98d, 9h,98f, 1,0,  1, X4,  000000000000000
extra4,       nil, 0,  3.,0,  6a,6d,  3h,1f,  5,0,  1, no,  000000000000000
extra5,       nil, 0,  3.,0,  6a,6d,  3h,1f,  5,0,  1, no,  000000000000000
Raft,         Met, 2,  1.,0,  1a,1d,  2h,1f,  1,1,  2, ToG, 000000000000000
Fisher,       Exp, 2,  2.,0,  2a,2d,  2h,1f,  1,0,  2, Feu, 000000000100000
Spearfisher,  Env, 2,  5.,0,  3a,2d,  2h,2f,  2,0,  2, Exp, 100000000100000
Expert Fisher,Bro, 2,  6.,0,  4a,2d,  2h,2f,  3,0,  2, Env, 100000000000001
Surubim,      X3,  2,  2.,0,  1a,1d,  2h,1f, 10,0,  2, X4,  000000000001010
Pirarucu,     X3,  2,  2.,0,  0a,2d,  3h,1f, 20,0,  2, X4,  000000000001010
Boto,         X3,  2,  2.,10, 0a,2d,  3h,2f,  3,0,  4, X4,  000000000000000
extra6,       nil, 0,  3.,0,  6a,6d,  3h,1f,  5,0,  1, no,  000000000000000
extra7,       nil, 0,  3.,0,  6a,6d,  3h,1f,  5,0,  1, no,  000000000000000
extra8,       nil, 0,  3.,0,  6a,6d,  3h,1f,  5,0,  1, no,  000000000000000
extra9,       nil, 0,  3.,0,  6a,6d,  3h,1f,  5,0,  1, no,  000000000000000
Trade Porter, Bro, 0,  2.,0,  0a,1d,  1h,1f,  3,0,  7, PT,  000001000000010
Trade Party,  Bro, 0,  3.,0,  0a,1d,  2h,1f,  6,0,  7, PT,  000001000000010
Impassible,   X3,  1,  0.,0,  0a,90d, 9h,50f, 1,0,  1, X4,  000000000000000
Scout,        nil, 0,  4.,0,  4a,2d,  2h,2f,  4,0,  0, Mas, 100001000000011
War Canoe,    nil, 2,  5.,0,  5a,3d,  4h,3f,  7,0,  0, Cor, 000000000000000
Pium,         X3,  1, 42.,10, 1a,0d,  2h,1f,  1,0,  3, X4,  001000001000010
Army Ants,    X3,  0,  1.,0,  1a,0d,  5h,1f,  1,0,  0, X4,  000000000000000
Archer,       Mag, 0,  3.,0,  3a,2d,  2h,2f,  2,0,  1, Mat, 000001000000001
Conquistador, nil, 0,  1.,0, 15a,15d, 8h,8f,  5,0,  0, no,  000000000000000
Curupira,     X3,  1,  3.,0,  4a,4d,  2h,1f, 90,0,  3, X4,  000000000000000
extra12,      nil, 0,  3.,0,  6a,6d,  3h,1f,  5,0,  1, no,  000000000000000
Onca,         X3,  0,  2.,0,  3a,3d,  2h,2f, 90,0,  1, X4,  000001000000000
Sucuri,       X3,  2,  1.,0,  3a,1d,  3h,1f, 90,0,  2, X4,  000000000000000
Jacare,       X3,  2,  1.,0,  3a,2d,  4h,1f, 90,0,  2, X4,  000000000000000
extra13,      nil, 0,  3.,0,  6a,6d,  3h,1f,  5,0,  1, no,  000000000000000

;
; Note: the above 11 unit types (extra land, ship, air, and test units) are 
; available for user defined unit types.  If these units are given prerequisites
; other than "no" they will appear in the game when the specified
; technology is reached.  Use if you want to create your own unit types
; without sacrificing any of the predefined units.  Be sure to define
; the "role" field accurately, so that the computer will understand how
; to make use of the new units in its own civilizations.
;
; There is no requirement that the extra units be used to
; create exactly one of each type; you could create three
; ground units.  But the icons provided are for one of each.
; The 3 extra unit types have default icons provided by the game.
; To actually change the icons is a somewhat more difficult
; task.  The icons are stored in "UNITS.GIF".
;
; Sound effects for these three units may be added by providing
; CUSTOM1.WAV, CUSTOM2.WAV, and CUSTOM3.WAV.  These should be
; 8-bit, mono, and sampled at 22050hz.
;




;
;  Terrain
;
;  Movecost, defense,   food, shields, trade,
;        . . .  Irrigate, bonus, #turns, ai-irrigate,
;        . . .  Mine,     bonus, #turns, ai-mine
;        . . .  Transform
;
;   defense = multiply by 50% to get % of normal combat factor defended at.
;       (so 3 x 50% = 150%, meaning a strength 2 unit defends at 3).
;
;  Irrigate/Mine = yes, no, or type of terrain changed to
;  Transform     = Terrain type engineers can transform to
;
;  bonus = # extra production from that change
;
;  turns = # turns for settler to make change
;
;  ai    = Minimum govt level necessary for
;          computer player to want to perform irrigate/mine
;        0 Never
;        1 Despotism
;        2 Monarchy
;        3 Communism
;        4 Fundamentalism
;        5 Republic
;        6 Democracy
;
@TERRAIN
Beach,      1,1,  1,0,0,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Drt
Plantings,  1,2,  1,0,0,   yes, 1, 4, 1,   Grs, 0, 2,  6,  no,    ; Pln
Clearing,   1,2,  1,0,0,   Pln, 1, 2, 1,   no,  0, 0,  2,  no,    ; Grs
High Forest,1,4,  1,0,0,   no,  0, 0, 0,   Grs, 0, 2,  1,  Jun,   ; For
Fish Traps, 1,2,  2,1,0,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Hil
Low Forest, 1,3,  1,0,0,   no,  0, 0, 0,   Grs, 0, 2,  1,  Jun,   ; Mou
Stream,     1,1,  1,0,-1,  no,  0, 0, 1,   no,  0, 0,  0,  Hil,   ; Tun
Palm Swamp, 3,1,  1,6,0,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Gla
Palm Trees, 1,3,  1,1,0,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Swa
Game Traps, 2,4,  2,1,1,   no,  0, 0, 0,   Grs, 0, 4,  1,  no,    ; Jun
River Lake, 1,2,  1,0,1,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Beach,      1,1,  1,0,1,
Birds,      1,2,  2,1,0,
Clearing,   1,2,  2,1,0,
Monkeys,    1,4,  2,1,0,
Pacu,       1,2,  3,2,1,
Salt Lick,  2,3   1,1,1,
Pacu,       1,1,  2,1,0,
Igapo,      3,1,  1,6,0,
Game,       1,3,  2,2,0,
Game Trail, 2,4,  3,2,1,
Piracima,   1,2,  3,1,1,
Beach,      1,1,  1,0,1,
Peppers,    1,2,  2,1,1,
Clearing,   1,2,  2,1,0,
Vines,      2,4,  1,1,1,
Piau,       1,2,  3,2,1,
Mutum,      1,3,  2,1,0,
Piau,       1,1,  2,1,0,
Igapo,      3,2,  1,6,0,
Pupunhas,   1,3,  2,2,0,
Game Traps, 2,4,  2,1,1,
Tambaqui,   1,1,  2,2,1,





@GOVERNMENTS
Anarchy,        Bravo,       Brava
Clan,           Velho,       Velha
Tribal,         Chefe,       Chefe
Communism,      Camarada,    Camarada
Shamanism,      Shamano,     Shamana
Cooperative,    Represente,  Represente
Confederation,  Primeiro,    Premiera

;
;   Leaders
;
;   leader, female, color, style, plural, adjective, ...
;           ...attack, expand, civilize, ...
;           ...govt, male, female...<repeat>
;
;   female:     0 = male           1 = female
;
;   color:  Color set (1 - 7)
;   style:  City style (0 - 3)
;           0 = Bronze Age
;           1 = Classical
;           2 = Far East
;           3 = Medieval
;
;   attack:     1 = aggressive    -1 = rational
;   expand:     1 = expansionist  -1 = perfectionist
;   civilize:   1 = civilized     -1 = militaristic
;
;   govt = government type for name replacement (0 = Anarchy, 6 = Democracy)
;
;   male, female = titles for leader of government
;
@LEADERS
Hanotu,       Aruani,              0, 1, 1, Marubu,      Marubu,      1,  1,  0,
Jaguar,       Jaguar,              0, 2, 3, Forest,      Forest,     -1, -1, -1,
Jacare,       Jacare,              0, 3, 3, River,       River,      -1, -1, -1,
Panatu,       Nanacu,              0, 4, 0, Tucuna,      Tucuna,      1,  1,  0,
Chatiwa,      Iracema,             0, 5, 1, Guarani,     Guarani,     1,  1,  0,
Jose Santos,  Maria Santos,        0, 6, 4, Spanish,     Spanish,     0,  0,  0,
Manawa,       Lawanica,            0, 7, 0, Mayuruna,    Mayuruna,   -1,  1, -1,
Hanotu,       Aruani,              0, 1, 1, Marubu,      Marubu,      1,  1,  0,
Jaguar,       Jaguar,              0, 2, 3, Forest,      Forest,     -1, -1, -1,
Jacare,       Jacare,              0, 3, 3, River,       River,      -1, -1, -1,
Panatu,       Nanacu,              0, 4, 0, Tucuna,      Tucuna,      1,  1,  0,
Chatiwa,      Iracema,             0, 5, 1, Guarani,     Guarani,     1,  1,  0,
Jose Santos,  Maria Santos,        0, 6, 4, Spanish,     Spanish,     0,  0,  0,
Manawa,       Lawanica,            0, 7, 0, Mayuruna,    Mayuruna,   -1,  1, -1,
Hanotu,       Aruani,              0, 1, 1, Marubu,      Marubu,      1,  1,  0,
Jaguar,       Jaguar,              0, 2, 3, Forest,      Forest,     -1, -1, -1,
Jacare,       Jacare,              0, 3, 3, River,       River,      -1, -1, -1,
Panatu,       Nanacu,              0, 4, 0, Tucuna,      Tucuna,      1,  1,  0,
Chatiwa,      Iracema,             0, 5, 1, Guarani,     Guarani,     1,  1,  0,
Jose Santos,  Maria Santos,        0, 6, 4, Spanish,     Spanish,     0,  0,  0,
Manawa,       Lawanica,            0, 7, 0, Mayuruna,    Mayuruna,   -1,  1, -1,

Saladin,    ...,     0, 5, Arabs,       Arab,        1,  0,  1,     
Atawallpa,  ...,     0, 1, Incas,       Inca,       -1,  1,  1,



;
;   Trading Commodities
;
@CARAVAN
Farinha,
Fish Meal,
Nuts,
Monkeys,
Feathers,
Dry Meat,
Teeth,
Kapok,
Hardwoods,
Pelts,
Tobacco,
Blow guns,
Curare,
Canoes,
Beer,
Peppers,


@ORDERS
Build Blind,        F
In Hunting Blind,   F
Siesta,             S
Build Perm. Blind,  F
Build Path,         R
Cultivate,          I
Slash and Burn,     m
Build Fish Traps,   O
Drain Mud,          p
Build Market,       E
Go to,              G


@DIFFICULTY
Gatherer
Hunter
Brave
Warrior
Chief
Great Chief

@ATTITUDES
Awed
Impressed
Friendly
Receptive
Neutral
Cool
Hostile
Heated
Enraged













